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What it controls

An item needs more than a name. The player should know what it looks like, why it matters, and what meaningful interaction it supports. In Letter from Mist Harbor, the item is Undelivered Letter. Its salt mark points toward a clue without naming the sender.
Item panel with name, ownership, appearance, image, acquisition, and interactions

Chinese UI screenshot: item fields

Basic fields

Item image specs and production

An item image appears in the inventory tile and item details.
  • Size and scaling: square 512×512. The editor scales to that size on upload; when the ratio does not match, it fits the whole image inside and pads the rest with transparency.
  • Frame: a complete, clear subject away from the edges, and not a tiny subject filling the frame with empty space.
  • Background: transparency is not required. Prefer a transparent background when the item appears on its own in the inventory or UI; for a scene-based item image, use a full background consistent with the act.
  • Format and size: PNG, JPEG, or WebP, under 4MB, with a source close to 512×512.
  • Consistency: keep medium, material, and brushwork consistent across items in the script; a scene-based image follows the act’s light and environment without changing confirmed identifying features.
  • Prompt: state which item this is, a complete square subject, and the confirmed shape and material, and exclude text, watermarks, and extra subjects.

Write acquisition and interaction

Acquisition

Describe where, through which action, and with what result. For example:
The player inspects the register desk at the post office, finds the undelivered letter, and chooses to take it.
Do not write “it appears when the story needs it.” The player must be able to obtain the item through observation, conversation, or action.

Interactions

Give the item one or two meaningful uses first:
  • Inspect: reveals a new detail;
  • Compare: connects it to a location or clue;
  • Hand over: changes a character’s attitude or a route;
  • Use: makes a condition true, but does not finish the story by itself.
Interactions are background rules. The player sees the resulting text, character response, or change—not the field text.
Required field: item name. Ownership is a relation, not text: a character holds the item or it sits in a scene, never both. An item with neither never enters any act and blocks testing and review. See Required Fields and Blockers.

Check it

The name and image should identify the item, the appearance should contain observable details, and the acquisition action should be possible in a test session. Confirm that the item enters inventory and that its details or interaction appear as expected. Connect ownership first: an item is held by a character or placed in a scene.